Howdy! Joe Kari & Coup' George have been hard at work the last few months learning how to make their own levels. I'm pleased to report that an improved beta version is available for our testers in the SA Tester section of the forum. Check out the 'pic-o-the-week' for a sample of their elaborate work. Additional screenshots can be seen here. I've got to tell you, these budding level designers really went the extra mile for their first try. A lot of custom, high-res textures & models enhance this product tremendously. A new trend for future maps perhaps? Will we see this map released soon? Stay tuned to find out. I'm very impressed you guys!

*Update*Here are few more screens to wet your whistle. There are also several more in the comments section of this news post.

cant wait till i can shoot someone with my shiny peacmakers ! but only sad thing... maybe my computer will run the map realy slowly. since (sorry, i dont know is it the right word) i am playing on medium quality and still most of the maps run pretty slow. i could get a new machine but in the time i dont have much time.

Maps always seem to take longer than they usually do because of breaks. Breaks always seem to help the map though. For me at least, creativity always comes in waves. If I have a good idea i try to map it out, then keep adding to it as ideas keep coming.

Alamo seem like a short time, but 5 months sounds about right. Its a great map. Joe and Coup sure had some great ideas!!

You still can rob both safes without blowing them up. Big house safe can be robbed from below by sticking your head up through the floor to where the gold is. Saloon safe can be robbed by walking into it and pointing head to the floor so it sticks inside the safe and allows to touch gold.

It's a real plague in Jeux these days and I hoped it'd be fixed in Alamo rework...

rane wrote:You still can rob both safes without blowing them up. It's a real plague in Jeux these days and I hoped it'd be fixed in Alamo rework.

A general solution would be to create a standardized safe model for use in all br_* maps, wouldn't it?

Moreover, it would be cool if safes were entities so you could easily place them at other spots. Applications: easy map balancing, conversion of dm_* maps in to br_* maps, support for other gametypes (Capture the bag) which might need safes at opposite ends of a map.